Wireframe – Issue 20, 2019

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Shinji Mikami \^ Developer Profile

Interface


he didn’t even like being scared by
entertainment products. Nevertheless,
Mikami agreed to head up the project,
and the rest is industry-changing history.


‘MAKE IT HARDER’
‘Don’t you dare put Capcom’s name to
shit like this’ was the reaction of Capcom
higher up and Mikami’s project boss
on Biohazard – retitled Resident Evil in
the West. Yoshiki Okamoto was not
happy with an early version of the game
sent his way, complaining in large part
about the steep difficulty of the game,
and worrying that players around the
world would be put off by elements
like disconnected item boxes, requiring
massive backtracking just to get a thing
you needed at any given moment.
Despite the request to reduce the
game’s difficulty, which Mikami agreed
was necessary and implemented, when
Resident Evil made its way to the West,
the request came in to make it harder
again. “The US staff asked us to create
this more difficult version, so that the
game could be rented in the US,” Mikami
explained in a 1998 WildStorm interview.
“If the game could be completed in
a few days, fewer units of the game
would sell.” We can’t say for sure if this
worry stood on shaky ground or not,
really, but the fact is Resident Evil’s 1996
release saw millions of copies sold and
a new paradigm for cinematic gaming
as a whole. Yes, the “Jill sandwich” line
was rubbish, but there’s no denying the
impact of Barry Burton and co.
From there, it was a mix of moonshots
and middle ground, with Mikami able
to pick and choose the projects he


worked on over the years. At Capcom,
he was afforded the chance to head
up projects like the Capcom Five and
Clover Studio, but life as a producer
never quite suited the man. “I can’t help
thinking that if Resident Evil hadn’t sold
so well, maybe I could have spent that
period of my 30s doing creative work

as a studio director instead of working
as a producer,” Mikami told GameSpot
in 2016. “Although I still feel like a very
lucky man to be able to have those kinds
of worries.”
The desire to return to a purely
creative role proved too strong, though,
and Mikami has spent the past decade-
plus moving through a few studios –
most recently Tango Gameworks, which

he founded in 2010 – and tinkering with
unique projects along the way. While he
has returned to the well a couple of
times, notably with the Resident Evil
remake and its fourth iteration back
at Capcom, Mikami has generally kept
his focus straight ahead, looking for
the new newness and making sure
not to retread too much old ground.
When you’ve got a man who will say
things like: “The Colin McRae games on
the PlayStation... got very close to the
survival horror structure,” as Mikami
did to The Guardian in 2014, you know
you’ve got a special mind at work.
Long may it continue.

 The Evil Within: run away from
the thing with the chainsaw.

 The upcoming GhostWire: Tokyo
looks spooky, but not scary.

 Early Resi concept art shows
two dropped characters.

 Goof Troop was far
better than expected.

 Mikami: doesn’t like being
scared; does like hats.

“At Capcom, he headed
up projects, but life as
a producer never quite
suited the man”

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